It's not out for exactly six months, but anyone who played it at EGX Rezzed at the end of March, where we named it our Game of the Show, could be forgiven for assuming Alien: Isolation was already finished, such was the level of polish on display. Judging by the section we've played, Creative Assembly's survival horror game is the unmistakeable love-child of the original 1979 film and a studio that knows what made it tick.
But how did they get to that? Away from the show floor, our YouTube man Ian Higton spoke to creative lead Al Hope, who elaborated on some of the themes covered in the studio's exclusive Alien: Isolation developer session, explaining how, for example, the team only researched objects created before 1979 in its quest to create authentic parallel environments. There's more - including Hope's response to requests for a hardcore permadeath mode - in the full interview.